uniform mat4 projection;
uniform mat4 view;
uniform mat4 world;
in vec3 position;
in vec3 normal;
in vec2 texcoord;
out vec2 texcoord2;

void main()
{
	texcoord2 = texcoord;
	gl_Position =  (projection * view * world) * vec4(position, 1.0);
	//gl_Position =  vec4(position, 1.0) * world * view;
	//gl_Position =  projection * view * world * vec4(position, 1.0);
}